internal AudioEffect(Player owner)
{
- Log.Debug(PlayerLog.Tag, PlayerLog.Enter);
Player = owner;
bool available = false;
int ret = Interop.Player.AudioEffectEqualizerIsAvailable(Player.GetHandle(), out available);
PlayerErrorConverter.ThrowIfError(ret, "Failed to initialize the AudioEffect");
+ IsAvailable = available;
+
+ if (IsAvailable == false)
+ {
+ return;
+ }
+
int count = 0;
ret = Interop.Player.AudioEffectGetEqualizerBandsCount(Player.GetHandle(), out count);
PlayerErrorConverter.ThrowIfError(ret, "Failed to initialize the AudioEffect");
ret = Interop.Player.AudioEffectGetEqualizerLevelRange(Player.GetHandle(), out min, out max);
PlayerErrorConverter.ThrowIfError(ret, "Failed to initialize the AudioEffect");
- IsAvailable = available;
Count = count;
MinBandLevel = min;
MaxBandLevel = max;
_bands = new EqualizerBand[count];
- Log.Debug(PlayerLog.Tag, "available : " + available + ", count : " + count + ", min : " + min + ", max : " + max);
}
/// <summary>